• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Useless New WOTC Spell: Styptic


log in or register to remove this ad

"Master!"

Siashton Mith hurried into the vestry, where Aram was lighting the candles in preparation for the evening's service.

The old priest turned at his young acolyte's cry.

"What is it, Siashton?" he asked.

"I've done it! My research on my new healing spell is complete!"

Aram nodded, his interest caught. "Well, we all know your grasp of healing magics surpassed mine some time ago... what is it you've discovered?"

Young Mith beamed, and began to explain excitedly. "I've discovered a spell that can close the wounds of a dying man, preventing death from blood loss. It can even counteract the bleeding caused by those weapons cruelly magicked to cause vicious injuries that bleed freely. And best of all, it is but a mere Orison, that the least initiate can cast!"

Aram digested this a moment, then chose his words carefully.

"... like
Cure Minor Wounds, you mean?"

Mith's face fell.


-Hyp.
 


It's official.

You know you've heard too much about 3.5e when...

...You start debating the questionable balance of a 0-level cleric spell from the website.
 


Can someone point me to where it says that Cure Minor Wounds (or any Cure spell for that matter) actually stops blood loss? The spell descriptions in my book say that they restore hit points, but don't seem to mention blood loss... am I overlooking something?

If (and I'm only going with what I know at this point) cure spells do not stop blood loss, then I can see quite a bit of potential in a spell that does this. Sure it doesn't actually cure you, but can't you think of at least one possible situation where the ability to stop bleeding might come in handy?

It's easier to track something that bleeds...

Many creatures are attracted to the smell of blood. Some even go into feeding frenzies...
 

anything that restores HP also closes any open wounds, etc. If gaining 1 HP can stop a character from dying at -7HP, you can rest assured that it stops bleeding.;)
 
Last edited:

Angcuru said:
This is about as useful as a +1 Warhammer of Cure Light Wounds. Humourous, but useless.
This is not nearly as funny as the potions of true resurrection.

I gave a player, who went by the handle of "James", items like this years back, and he gleefully hoarded them, thinking they would save him.

I'd give a great deal see the look on his face when he died, and stated that he'd use the potion, and I replied....
"You're dead, Jim."
 

Norfleet said:

This is not nearly as funny as the potions of true resurrection.

I gave a player, who went by the handle of "James", items like this years back, and he gleefully hoarded them, thinking they would save him.

I'd give a great deal see the look on his face when he died, and stated that he'd use the potion, and I replied....
"You're dead, Jim."

ROFL:D
 

Angcuru said:
anything that restores HP also closes any open wounds, etc. If gaining 1 HP can stop a character from dying at -7HP, you can rest assured that it stops bleeding.;)

Gaining one hit point stabilizes the character... The character is still injured, just no longer in danger of death.

As far as I can tell the "cure spells stop all bleeding" is more of a house rule that is widely accepted. As I read it, unless the healing has raised the character to full hit points, he or she may still be bleeding.

Of course, my knowledge of the d20 rules is sketchy... So I may just be overlooking the obvious. Page references would be appreciated, so that I can justify the correct possition if and when such a thing comes up at one of my own games.
 

Into the Woods

Remove ads

Top